../

Game theory

The mathematics of strategic interaction: situations where your best move depends on what other people do, and theirs on yours. This sheet covers how to model a game, the solution concepts with worked examples, the canonical games and where they appear in business, startups, teams and politics, and the most useful practical lesson of all: when the equilibrium is bad, change the game. The oligopoly models (Cournot, Bertrand, Stackelberg) are in microeconomics; decisions against nature rather than against people are in decision-making and probability and risk; the feedback-loop view of the same traps (escalation, tragedy of the commons) is in systems thinking.

What a game is

A game is any situation where at least two decision makers affect each other's outcomes and know it. Chess, a price war, a salary negotiation, a nuclear stand-off and deciding who cleans the kitchen are all games.

ElementMeaningExample (two cafés on one street)
playersthe decision makers whose choices mattercafé A, café B
actionswhat each player can do at a decision pointprice high, price low
strategiesa complete contingent plan: an action for every situation the player could face"price high; if B cuts, cut next week"
payoffshow much each player values each outcome, in utility, not necessarily moneyweekly profit, plus pride, plus reputation
informationwhat each player knows when choosing: others' moves so far, others' payoffsA can see B's chalkboard; A does not know B's costs
timingsimultaneous (neither sees the other's choice) or sequential (moves observed)prices posted each morning at the same time
outcomethe profile of strategies played and the resulting payoffsboth high: 5, 5

Payoffs are von Neumann–Morgenstern utilities: numbers whose expected values rank risky prospects. That is what lets a player compare a 50% chance of 10 with a sure 4, and it is why mixed strategies make sense. They must include everything the player cares about (fairness, face, the future), or the analysis answers the wrong question.

The standard assumptions, and when they fail

AssumptionMeansFails whenWhat to do instead
rationalityeach player maximizes expected payoff given beliefsemotions, fatigue, rules of thumb, anger at unfairnessmodel bounded rationality; see behavioral game theory
common knowledge of rationalityI know you are rational, you know I know, and so on foreverlong chains of reasoning (beauty contests, centipede)assume a few levels of reasoning (level-k)
common knowledge of the gameeveryone knows the players, moves and payoffscosts, resolve or valuations are privateHarsanyi's types: games of incomplete information
equilibrium beliefseveryone correctly predicts everyone elsenovel, one-shot situations with no historyexpect learning over repeated play; look for focal points
payoffs capture everythingthe numbers are the whole storyreputation, fairness, identity, relationshipsre-specify payoffs; most "irrational" play is a mis-specified game

A short history

YearWhoContribution
1838Augustin Cournotduopoly model: the first equilibrium analysis of strategic interaction (see microeconomics)
1928John von Neumannminimax theorem for two-person zero-sum games
1944von Neumann and Oskar MorgensternTheory of Games and Economic Behavior: founds game theory as a tool for economics, including expected utility
1950Merrill Flood and Melvin Dresher (RAND)run the prisoner's dilemma experiment: two colleagues play 100 rounds
1950Albert Tuckeradds the story of two prisoners for a talk to Stanford psychologists; the name "prisoner's dilemma" first appears in print in Luce and Raiffa's Games and Decisions (1957)
1950–51John Nashequilibrium for any finite game with any number of players (PNAS 1950, Annals of Mathematics 1951); the Nash bargaining solution (Econometrica 1950)
1960Thomas SchellingThe Strategy of Conflict: commitment, credibility, focal points, deterrence
1962David Gale and Lloyd Shapleystable matching and the deferred-acceptance algorithm
1965, 1975Reinhard Seltensubgame perfection (1965), trembling-hand perfection (1975)
1967–68John Harsanyigames of incomplete information played by "Bayesian players"
1973John Maynard Smith and George Priceevolutionarily stable strategies: game theory without rationality
1980–84Robert Axelroditerated prisoner's dilemma tournaments; The Evolution of Cooperation (1984)
1982Ariel Rubinsteinalternating-offers bargaining
Economics prize (Sveriges Riksbank Prize in Memory of Alfred Nobel)LaureatesCited for
1994Nash, Harsanyi, Selten"pioneering analysis of equilibria in the theory of non-cooperative games"
1996Vickrey, Mirrleesincentives under asymmetric information (Vickrey's second-price auction)
2001Akerlof, Spence, Stiglitzmarkets with asymmetric information
2005Aumann, Schelling"for having enhanced our understanding of conflict and cooperation through game-theory analysis"
2007Hurwicz, Maskin, Myerson"for having laid the foundations of mechanism design theory"
2009Ostrom (with Williamson)economic governance, including the commons
2012Roth, Shapley"for the theory of stable allocations and the practice of market design"
2020Milgrom, Wilson"for improvements to auction theory and inventions of new auction formats"

Classifying games

DimensionOne endOther endWhy it matters
binding agreementscooperative: players can sign enforceable contracts; analyze coalitions and how to split valuenon-cooperative: no enforcement; analyze individual strategiesmost real strategy is non-cooperative; contracts are a way to change the game
sum of payoffszero-sum (constant-sum): my gain is your loss; poker, penalty kicks, market share in a fixed marketnon-zero-sum: joint gains or joint losses possible; trade, alliances, price warszero-sum thinking in a non-zero-sum game leaves value on the table
timingsimultaneous: choose without seeing the other's move; sealed bidssequential: moves observed; chess, negotiation offerssequential games are solved backwards; order of moves can be a weapon
observation of past movesperfect information: every move so far is seen; chessimperfect information: some moves hidden; poker cards, simultaneous movesimperfect information needs beliefs about what happened
knowledge of the gamecomplete information: payoffs are common knowledgeincomplete information: private types (costs, valuations, resolve)leads to signaling, screening, bluffing, reputation
repetitionone-shot: meet oncerepeated: same players again, finitely or indefinitelyrepetition is the main route to cooperation
symmetrysymmetric: same strategies and payoffs for every playerasymmetric: different roles; incumbent vs entrantasymmetric games often have a natural leader or focal outcome
number of playerstwo-playern-playern-player games add free riding and coalitions

Solution concepts

A solution concept is a rule for predicting what rational players will do. Stronger concepts make fewer predictions but rely on fewer assumptions.

Dominant strategies

Strategy ss strictly dominates s′s' if it gives a strictly higher payoff whatever the others do. A rational player never plays a strictly dominated strategy, and if one strategy dominates all others, plays it without needing to predict anyone. The prisoner's dilemma is the famous case: defecting is dominant, yet both defecting is worse for both than both cooperating. Weak dominance (never worse, sometimes better) is a weaker argument: eliminating weakly dominated strategies can depend on the order of elimination.

Iterated elimination of strictly dominated strategies

If players know each other is rational, delete dominated strategies, then look again: new strategies may now be dominated. A game is dominance solvable if this leaves one outcome.

Column: LColumn: CColumn: R
Row: U4, 35, 16, 2
Row: M2, 18, 43, 6
Row: D3, 09, 62, 8
StepReasoningLeft
1no row is dominated yet; for Column, R beats C in every row (2 > 1, 6 > 4, 8 > 6): delete Crows U, M, D; columns L, R
2with C gone, U beats M (4 > 2, 6 > 3) and D (4 > 3, 6 > 2): delete M and Drow U; columns L, R
3against U, L gives Column 3 and R gives 2: delete R(U, L) with payoffs 4, 3

Row's best-looking payoffs (8 and 9) are in the column Column will never play. Each step needs one more layer of "I know that you know", which is why long elimination chains predict real behavior poorly.

Best responses and Nash equilibrium

A best response is a strategy that maximizes your payoff given the others' strategies. A Nash equilibrium is a profile where everyone is playing a best response to everyone else: nobody can gain by changing strategy alone.

ui(si∗,s−i∗)≥ui(si,s−i∗)for every player i and every strategy siu_i(s_i^*, s_{-i}^*) \ge u_i(s_i, s_{-i}^*) \quad \text{for every player } i \text{ and every strategy } s_i

Underline method (here: bold). For each column, mark Row's best payoff; for each row, mark Column's best payoff. Cells with both marked are pure-strategy Nash equilibria. Two firms choose a platform (standard A, standard B, or build their own):

Column: AColumn: BColumn: own
Row: A4, 41, 12, 3
Row: B1, 13, 31, 2
Row: own3, 22, 11, 1

Two equilibria, (A, A) and (B, B). The theory says the firms will coordinate on one standard; it does not say which. That selection problem is where focal points, history, commitment and first moves come in.

PropertyNash equilibrium
existenceevery finite game has at least one, possibly in mixed strategies (Nash 1950)
uniquenessoften several; the concept alone may not predict
efficiencynot guaranteed: the prisoner's dilemma equilibrium is the worst joint outcome
stability interpretationa self-enforcing agreement: if everyone expects it, nobody wants to deviate
how you get therereasoning, pre-play talk, learning from repetition, convention, evolution

Mixed strategies and the indifference principle

A mixed strategy randomizes over actions. In a mixed equilibrium each player's mix makes the opponent indifferent between the actions the opponent uses; otherwise the opponent would play only the better one.

Matching pennies: both show heads or tails; Row wins 1 if they match, Column wins 1 if not.

Column: headsColumn: tails
Row: heads1, −1−1, 1
Row: tails−1, 11, −1

No pure equilibrium: whoever is predictable loses. If Column plays heads with probability qq, Row's expected payoff is q−(1−q)=2q−1q - (1-q) = 2q - 1 from heads and 1−2q1 - 2q from tails. Indifference gives q=12q = \tfrac12; by symmetry Row also mixes 50/50, and the game's value is 0.

Penalty kicks. Chiappori, Levitt and Groseclose (2002) studied 459 penalties in the French and Italian top divisions. A simplified 2 × 2 version of their scoring rates (kicker's "natural" side is L, the left for a right-footer; "wrong side" lumps a goalkeeper staying in the middle with diving the wrong way):

Goalie dives LGoalie dives R
Kick L (natural)0.6360.944
Kick R0.8930.437

Entries are the kicker's scoring probability; the goalie gets 1 minus it (constant-sum). With the goalie diving L with probability gg, the kicker is indifferent when

0.636g+0.944(1−g)=0.893g+0.437(1−g)  ⇒  g=0.5070.764≈0.660.636g + 0.944(1-g) = 0.893g + 0.437(1-g) \;\Rightarrow\; g = \frac{0.507}{0.764} \approx 0.66

With the kicker going L with probability kk, the goalie is indifferent when 0.636k+0.893(1−k)=0.944k+0.437(1−k)0.636k + 0.893(1-k) = 0.944k + 0.437(1-k), so k=0.456/0.764≈0.60k = 0.456/0.764 \approx 0.60. Goals are scored about 74% of the time. The counterintuitive prediction, confirmed in their data, is that goalies go to the kicker's natural side more often than kickers do (56.6% of goalie dives vs 44.9% of kicks, counting all kicks). They could not reject that scoring rates were equal across directions, as equilibrium requires, and found no evidence that players' choices depended on the opponent's move in the same kick.

Minimax and zero-sum games

In a two-person zero-sum game with mixed strategies, von Neumann's minimax theorem (1928) says

max⁡p min⁡q  p⊤A q  =  min⁡q max⁡p  p⊤A q=v\max_{p}\,\min_{q}\; p^{\top} A\, q \;=\; \min_{q}\,\max_{p}\; p^{\top} A\, q = v

where AA is Row's payoff matrix. Maximizing your guaranteed payoff (maximin) and minimizing the opponent's best payoff (minimax) give the same value vv and the same strategies as Nash equilibrium. In the penalty game v≈0.74v \approx 0.74: the kicker can guarantee roughly 74% whatever the goalie does, and the goalie can hold it there. Zero-sum games are the one class where equilibrium play is also the safe play: being predictable is the only way to lose, so the practical rule is to randomize genuinely (use a die, not your gut, because people are bad at producing random sequences).

Efficiency versus equilibrium

ConceptQuestion it answersPrisoner's dilemma answer
Nash equilibriumwhat is self-enforcing?(defect, defect)
Pareto efficientcan anyone gain without someone losing?(cooperate, cooperate) and the two mixed outcomes are efficient; (defect, defect) is not
dominant-strategy equilibriumwhat does each do regardless?(defect, defect)
social optimumwhat maximizes total payoff?(cooperate, cooperate)

The gap between the equilibrium and the efficient outcome is the cost of the game. Much of strategy, management and policy is closing it by changing the game, not by exhorting players to be nicer.

Focal points

When a game has several equilibria, people often coordinate on the one that stands out for cultural, historical or geometric reasons: a focal point or Schelling point. In The Strategy of Conflict (1960) Schelling asked people where and when they would try to meet a stranger in New York with no way to communicate; most of his informal sample chose noon, and a majority chose Grand Central Station (paraphrased from the book's report).

Focal-point sourceExample
conventiondrive on the left or right; round-number prices
saliencethe obvious landmark; the first option in a list
fairness50/50 splits; splitting the difference
precedentlast year's terms; the industry-standard contract
prominence of a boundarya river as a ceasefire line; "no first use"

Use it: in negotiation, propose the focal point first (a clean number, an existing standard, a precedent that favors you). In coordination, make your preferred equilibrium the obvious one before others think about it.

Evolutionarily stable strategies

Maynard Smith and Price (1973) applied game theory to animals that do not reason at all: strategies spread when they earn more fitness. A strategy s∗s^* is an evolutionarily stable strategy (ESS) if a population playing it cannot be invaded by a small group of mutants playing mm:

u(s∗,s∗)>u(m,s∗)or[ u(s∗,s∗)=u(m,s∗) and u(s∗,m)>u(m,m) ]u(s^*, s^*) > u(m, s^*) \quad \text{or} \quad \bigl[\,u(s^*, s^*) = u(m, s^*) \text{ and } u(s^*, m) > u(m, m)\,\bigr]

Hawk–dove. Contestants fight over a resource worth VV; fighting costs the loser CC. Hawks escalate; doves display and retreat.

Opponent: hawkOpponent: dove
HawkV−C2\tfrac{V-C}{2}, V−C2\tfrac{V-C}{2}VV, 0
Dove0, VVV2\tfrac{V}{2}, V2\tfrac{V}{2}

If V≥CV \ge C, hawk is the ESS. If V<CV \lt C, neither pure strategy is stable. With a share pp of hawks,

E[hawk]=p V−C2+(1−p)V,E[dove]=(1−p) V2E[\text{hawk}] = p\,\tfrac{V-C}{2} + (1-p)V, \qquad E[\text{dove}] = (1-p)\,\tfrac{V}{2}

and setting them equal gives p∗=V/Cp^* = V/C. With V=4V = 4 and C=10C = 10: 40% hawks, and everyone averages 0.6×2=1.20.6 \times 2 = 1.2, less than the 2 an all-dove population would get. Evolution, like rationality, does not guarantee efficiency. The same logic explains ritualised fights, costly territorial displays and why "limited war" conventions persist.

The canonical games

GameStructurePure equilibriaCore lesson
prisoner's dilemmaindividual incentive vs joint interest(defect, defect)rational individuals, bad collective outcome
stag huntcoordination with a risky high-payoff option(stag, stag), (hare, hare)trust and assurance, not incentives, are the problem
chicken / hawk–doveanti-coordination; disaster if both are tough(swerve, straight), (straight, swerve)commitment wins; mutual commitment is catastrophic
battle of the sexescoordinate, but disagree on whereboth of the two meeting pointswho moves first or sets the focal point wins
matching penniespure conflictnone (mixed only)be unpredictable
ultimatumtake it or leave itproposer offers the minimum (subgame perfect)people punish unfairness
public goods / commonsn-player dilemmanobody contributes; everyone over-usesinstitutions, not exhortation
traveler's dilemma, centipedelong chains of backward reasoningthe worst outcometheory fails when stakes of deviating are small
dollar auctionescalation in an all-pay contestno sensible stopping pointdecide your limit before you start
beauty contestguess what others guesseveryone picks 0win by predicting actual depth of reasoning
volunteer's dilemmaone person must pay for everyoneexactly one volunteer (several equilibria)bigger groups help less; name an owner

Payoffs below are (row, column), higher is better.

Prisoner's dilemma

Column: cooperateColumn: defect
Row: cooperateRR, RR = 3, 3SS, TT = 0, 5
Row: defectTT, SS = 5, 0PP, PP = 1, 1

The defining ordering is T>R>P>ST > R > P > S (temptation, reward, punishment, sucker); for repeated play one also requires 2R>T+S2R > T + S, so taking turns exploiting each other is worse than steady cooperation. Defect is dominant; (defect, defect) is the unique equilibrium and is Pareto-dominated.

Real instancesHow to escape it
price wars, discount spirals, cartel cheatingrepeat the game with visible prices; long-term contracts; differentiate so you are not in the same game
advertising arms races, feature bloat, "who works latest" culturesagree and verify limits; change what is measured and rewarded
doping in sport, arms racesindependent monitoring and sanctions (changes TT)
over-fishing, shared-resource overusequotas, property rights, community rules (see Ostrom)
teammates hoarding creditreward the team outcome; make contributions visible

Stag hunt

After Rousseau's parable (Discourse on Inequality, 1755): hunt the stag together (big payoff, needs both) or a hare alone (small, safe).

Column: stagColumn: hare
Row: stag4, 40, 3
Row: hare3, 03, 3

Both (stag, stag) and (hare, hare) are equilibria. Stag is payoff dominant; hare is risk dominant (safe whatever the other does). Hunting stag pays only if you believe the other will with probability at least pp, where 4p=34p = 3, so p≥0.75p \ge 0.75. Unlike the prisoner's dilemma, nobody is tempted to betray a cooperator: the only problem is doubt. Instances: adopting a new tool or process as a team, a coordinated rewrite, joining a new network, founders all quitting their jobs together. Escape: assurance: visible commitments, small reversible first steps, deposits, a credible leader who goes first.

Chicken and hawk–dove

Two drivers speed at each other; whoever swerves is "chicken".

Column: swerveColumn: straight
Row: swerve0, 0−1, 1
Row: straight1, −1−10, −10

Pure equilibria: one swerves, the other does not. In the symmetric mixed equilibrium each goes straight with probability pp where −p=1−11p-p = 1 - 11p, so p=0.1p = 0.1, and the crash happens 1% of the time. Chicken and hawk–dove are the same game. Instances: brinkmanship over deadlines and budgets, two companies both refusing to exit a market, standoffs in negotiations. The winning move is visible, irreversible commitment to straight before the other commits; the losing scenario is both committing.

Battle of the sexes (coordination with conflict)

Column: operaColumn: football
Row: opera2, 10, 0
Row: football0, 01, 2

Both want to be together but prefer different venues. Two pure equilibria; the mixed one (each goes to their own favorite with probability ⅔) gives each an expected ⅔, worse than either pure equilibrium. Instances: which standard two firms adopt (format wars), which language a merged codebase uses, whose process a merged team keeps. Resolution: move first and commit, set the focal point, alternate over time, or pay a side payment.

Ultimatum and dictator games

Ultimatum: the proposer offers a split of a sum; the responder accepts (split happens) or rejects (both get nothing). Backward induction: a money-maximizing responder accepts any positive amount, so the proposer offers the smallest unit. Evidence: Güth, Schmittberger and Schwarze (1982) ran the first experiment, and thousands of replications since show the same pattern: typical offers are 40–50%, the modal offer is an equal split, and acceptance falls quickly for offers below about 20% (Güth and Kocher's 2013 survey). Responders pay to punish what they see as unfair.

Dictator: the responder cannot reject. Self-interest predicts giving nothing; many people still give something (Kahneman, Knetsch and Thaler 1986), but Forsythe et al. (1994) found lower offers in the dictator game than in the ultimatum game, so part of ultimatum generosity is fear of rejection, not pure fairness. Giving varies a lot with framing, anonymity and social distance (Engel's 2011 meta-study of more than a hundred experiments).

Lesson for negotiators: a take-it-or-leave-it offer that looks exploitative gets rejected even when accepting is "rational". Leave the other side a split they can defend to themselves.

Public goods and the tragedy of the commons

Public goods game. Each of nn players has endowment ee and contributes cic_i; the pot is multiplied by mm (with 1<m<n1 \lt m \lt n) and shared equally:

πi=e−ci+mn∑j=1ncj\pi_i = e - c_i + \frac{m}{n}\sum_{j=1}^{n} c_j

Each unit you contribute returns only m/n<1m/n \lt 1 to you, so contributing nothing is dominant, yet everyone contributing everything is best for all. With n=4n = 4, e=20e = 20, m=1.6m = 1.6: full contribution pays each 32; none pays 20. In experiments people contribute a fair amount at first and contributions decline with repetition; Fehr and Gächter (2000) found that with a costly option to punish free riders, near-complete cooperation can be reached and maintained.

Tragedy of the commons (Hardin, Science, 1968): each herder adds animals to a shared pasture because they get the full benefit of an extra animal but bear only a fraction of the damage. With value per animal a−Na - N (where NN is the total herd), cost cc per animal and nn herders, each choosing their own herd size gives

NNash=nn+1(a−c)vsNoptimal=a−c2N_{\text{Nash}} = \frac{n}{n+1}(a - c) \qquad \text{vs} \qquad N_{\text{optimal}} = \frac{a-c}{2}
Herders nn12510many
total herd (a=100a = 100, c=4c = 4)48 (optimal)648087.3→ 96: the resource's whole surplus is dissipated

Hardin concluded that only privatisation or state control could save a commons. Elinor Ostrom (Governing the Commons, 1990) documented communities that had managed fisheries, forests and irrigation for centuries without either, and distilled eight design principles of long-enduring institutions:

#PrincipleIn a team or company
1clearly defined boundaries: who may use the resource, and the resource itselfwho owns the shared service, budget or codebase
2rules for use and upkeep fit local conditionsrules written by people who know the system, not generic policy
3collective-choice arrangements: those affected can change the rulesusers of the platform help set its rules
4monitoring by people accountable to the users (or the users themselves)visible dashboards of usage and cost
5graduated sanctions: small first, escalating for repeat or serious violationsa nudge, then a review, then removal of access
6cheap, fast conflict-resolution mechanismsan owner who arbitrates quickly
7the right to organize is recognized by outside authoritiesleadership does not override local agreements
8nested enterprises: governance in layers for larger systemsteam rules within org rules within company rules

Ostrom shared the 2009 economics prize. Hardin's "commons" was really an open-access resource; a commons with a defined community, rules and monitoring is a repeated game, not a one-shot dilemma.

Traveler's dilemma and the centipede game

Traveler's dilemma (Basu, American Economic Review, 1994). Two travelers each claim between 2 and 100 for identical lost antiques. Both receive the lower claim; the lower claimant gets 2 extra and the higher claimant 2 less. Undercutting the other by 1 always pays, so the unique equilibrium is (2, 2). Capra, Goeree, Gomez and Holt (1999) found claims near the top when the bonus and penalty were small and closer to 2 when they were large: the equilibrium predicts well only when deviating from it is costly.

Centipede (Rosenthal 1981). Two players alternately either take the larger share of a growing pot (ending the game) or pass (the pot grows). Backward induction from the last node says take at the first move, which gives both almost nothing. McKelvey and Palfrey (1992) found subjects rarely do; most pass several times. Lesson: long chains of backward induction require every player to trust every other player's rationality at every step. One doubt, and cooperating for a while becomes sensible.

Dollar auction

Shubik (1971): a dollar is auctioned to the highest bidder, but the second-highest bidder also pays their bid. Once two people have bid, each is always better off topping the other: at 95¢ vs 90¢ the trailer should bid $1.00 (losing 0 instead of 90¢); at $1.00 vs 95¢ the other should bid $1.05 (losing 5¢ instead of 95¢), and so on without limit. Each step is rational given sunk bids; the whole path is ruinous.

Instances: wars of attrition, bidding wars for acquisitions or talent, patent races, litigation, "we've invested too much to stop" projects. Defenses: set a walk-away limit before entering, treat sunk costs as sunk, and avoid all-pay contests unless you have a decisive advantage (see cognitive biases on sunk cost and escalation of commitment).

Keynesian beauty contest (guess ⅔ of the average)

Keynes (The General Theory, 1936, chapter 12) compared stock picking to a newspaper contest where you win by picking the faces others will pick. The p-beauty contest: everyone picks a number from 0 to 100; the winner is closest to pp times the average. With p=23p = \tfrac23, iterated dominance drives the only equilibrium to 0:

Reasoning levelAssumes others arePicks
level 0random, average 50around 50
level 1level 033
level 2level 122
level 3level 215
equilibriumfully rational, infinitely deep0

Nagel (1995) found a first-round mean of about 37 with p=23p = \tfrac23, consistent with most people doing one or two steps, and choices falling toward 0 over four rounds as players learned. Picking 0 in round one loses: the winning strategy is to be exactly one step deeper than the crowd. Markets, product launches and hype cycles often reward predicting beliefs about beliefs, not fundamentals.

Volunteer's dilemma

Diekmann (1985): someone must pay cost cc to produce a benefit bb for everyone (call the ambulance, fix the flaky test, report the bug). If nobody volunteers, everyone gets 0. In the symmetric mixed equilibrium each of nn players declines with probability qq that makes them indifferent:

b−c=b (1−q n−1)  ⇒  q=(cb)1/(n−1),P(nobody volunteers)=(cb)n/(n−1)b - c = b\,(1 - q^{\,n-1}) \;\Rightarrow\; q = \left(\frac{c}{b}\right)^{1/(n-1)}, \qquad P(\text{nobody volunteers}) = \left(\frac{c}{b}\right)^{n/(n-1)}
Group size nn (c/b=0.2c/b = 0.2)2520→ ∞
each person volunteers80%33%8%→ 0
nobody volunteers4%13%18%→ 20%

Bigger groups make each person less likely to act and make total failure more likely. The Kitty Genovese murder (1964) is often cited as the example, but later investigations found the original account of dozens of passive witnesses was inaccurate. Fix: assign one named owner (on-call rotas, "you, call an ambulance", a directly responsible individual).

Sequential games and commitment

A game tree (extensive form) shows who moves when, what they know, and payoffs at each end. Backward induction: start at the last decisions, pick each mover's best action, replace that node with its payoff, and work back to the root. A strategy profile is a subgame-perfect equilibrium (Selten) if it is a Nash equilibrium in every subgame, including those never reached. That rules out threats nobody would carry out.

Entrant Incumbent Stay out Enter Fight Accommodate (0, 10) (−2, 2) (3, 5) payoffs are (Entrant, Incumbent); the thick path is subgame-perfect play works only if the threat is believed empty threat 1. After entry the incumbent compares accommodate (5) with fight (2): it accommodates. 2. Anticipating that, the entrant compares enter (3) with stay out (0): it enters.
Entry deterrence solved by backward induction: the threat to fight is not credible

The same game in normal form (payoffs: entrant, incumbent):

Incumbent: fight if entryIncumbent: accommodate if entry
Entrant: enter−2, 23, 5
Entrant: stay out0, 100, 10

There are two Nash equilibria. (Stay out, fight) is sustained by a threat that costs the incumbent nothing because it is never tested; but if entry happened, fighting would earn 2 instead of 5, so the threat is not credible. The subgame-perfect equilibrium is (enter, accommodate). The 1994 prize press release uses exactly this example to explain Selten's refinement.

Making threats and promises credible

MechanismHow it changes the treeExample
sunk investmentmakes fighting cheaper or accommodation costlier laterbuilding excess capacity before entry (Dixit 1980)
contracts and clausesremoves your option to back downmost-favored-customer and price-matching clauses
reputationthe payoff from fighting now includes deterring future entrantsa chain store fighting in its first markets
delegationhands the decision to someone with different payoffs or no authority to concede"my board won't approve more than that"; an agent with a mandate
burning bridgesdeletes your own retreat optionCortés at Veracruz in 1519
automaticityremoves discretion altogethertripwire forces, automatic penalty clauses

Schelling's central insight, in the 2005 prize summary's words: "a party can strengthen its position by overtly worsening its own options". Commitment works only if it is visible, irreversible and understood by the other side, and it costs flexibility: if the world changes, you are stuck with it.

Chain-store paradox (Selten 1978). A chain faces a potential entrant in each of 20 towns in turn. In the last town, fighting cannot deter anyone, so the chain accommodates; knowing that, fighting in town 19 cannot deter either, and so on back to town 1: backward induction says accommodate everywhere. Yet intuitively a chain should fight early to build a reputation. Kreps and Wilson (1982) and Milgrom and Roberts (1982) resolved it: if entrants think there is even a small chance the incumbent is a "tough type" who likes fighting, a rational incumbent fights early to mimic that type. Reputation needs uncertainty about your type.

First mover or second mover?

Moving first wins whenMoving second wins when
you can commit and others must adapt (Stackelberg leadership: see microeconomics)the game rewards reacting: matching pennies, rock-paper-scissors, penalty kicks
network effects or switching costs lock customers inthe pioneer pays to educate the market and prove demand
scarce resources can be pre-empted (locations, spectrum, talent)technology or customer needs are still changing fast
setting the focal point or standard decides a coordination gameimitation is cheap and the leader's R&D spills over

The first-mover advantage is weaker than folklore suggests. Lieberman and Montgomery (1988) reviewed the mechanisms and their limits; Golder and Tellis (1993) argued that much apparent pioneer advantage is survivor bias, because failed pioneers are forgotten and later entrants get labeled pioneers. Peter Thiel argues in Zero to One (2014) for being the last mover: the one who dominates a market for the long term (see Peter Thiel).

Repeated games and cooperation

A one-shot prisoner's dilemma ends in mutual defection. Repeat it indefinitely and cooperation can be an equilibrium, because defecting today triggers punishment tomorrow. Axelrod called this the shadow of the future.

Grim trigger: cooperate until the other defects once, then defect forever. Let δ\delta be the weight on the next round (discount factor times the probability the game continues). Against a grim-trigger partner:

R1−δ⏟cooperate forever  ≥  T+δP1−δ⏟defect now, punished after    ⟺    R≥(1−δ)T+δP    ⟺    δ≥T−RT−P\underbrace{\frac{R}{1-\delta}}_{\text{cooperate forever}} \;\ge\; \underbrace{T + \frac{\delta P}{1-\delta}}_{\text{defect now, punished after}} \;\iff\; R \ge (1-\delta)T + \delta P \;\iff\; \delta \ge \frac{T-R}{T-P}

With T=5T = 5, R=3R = 3, P=1P = 1: cooperation is sustainable if δ≥0.5\delta \ge 0.5. If there is no discounting but a 10% chance each round is the last, δ=0.9\delta = 0.9 and cooperation holds comfortably. Against tit-for-tat, a deviator can also alternate defect and cooperate; blocking that needs δ≥T−RR−S=23\delta \ge \frac{T-R}{R-S} = \frac{2}{3} here.

What makes cooperation easierWhy
high δ\delta: frequent interaction, long horizon, patient playersfuture losses outweigh today's temptation
small temptation T−RT - Rless to gain from cheating
harsh, reliable punishment (low PP for the cheater)cheating costs more
observable actionscheating is detected and punished
few playerseasier to monitor and to target punishment

The 2005 prize summary lists the flip side: cooperation is harder with many participants, infrequent interaction, a likely break-up, a short horizon, or actions others cannot clearly observe.

Finite horizon. If everyone knows the game ends after exactly NN rounds, backward induction unravels cooperation from the last round back to the first. In practice people cooperate until near the end, and Kreps, Milgrom, Roberts and Wilson (1982) showed that a small doubt about the other's rationality or type is enough to make cooperation rational for most of a finite game. End-game effects are real, though: expect behavior to change when a relationship's end becomes visible (the last months of a contract, a departing employee, a company being sold).

Folk theorem (informal). In an infinitely repeated game with patient enough players, any outcome that gives each player more than they could guarantee alone can be sustained as an equilibrium, cooperation included (formal versions include Friedman 1971 and Fudenberg and Maskin 1986; Aumann's work on repeated games was part of his 2005 prize). The name reflects that the result was widely known before anyone published it. The upside: cooperation is possible. The downside: so is almost everything else, so repetition alone does not predict which outcome you get.

Axelrod's tournaments

Axelrod invited game theorists and others to submit programs for an iterated prisoner's dilemma. The first tournament (reported 1980) had 14 entries playing 200-move matches in a round robin; the second had 62 entrants who had seen the first results. Tit for tat (TFT: cooperate first, then copy the opponent's last move), submitted by Anatol Rapoport, won both. Axelrod attributed its success to four properties:

PropertyMeaningWhy it helps
nicenever the first to defectin Axelrod's analysis the eight nice entries were the eight highest ranked
retaliatorypunishes defection immediatelyexploiters stop exploiting
forgivingreturns to cooperation once the other doesavoids endless feuds
clearsimple enough for others to readothers learn quickly that cooperating pays

His advice to players, paraphrased from The Evolution of Cooperation (1984): do not be envious of your partner's score, do not be the first to defect, reciprocate both cooperation and defection, and do not be too clever.

StrategyRuleStrengthWeakness
always cooperateC every roundgreat with other cooperatorsexploited by any defector
always defectD every roundcannot be exploitednever earns RR; loses to a population of reciprocators
grim triggerC until the first D, then D foreverstrongest deterrentone mistake ends cooperation for ever
tit for tatC first, then copysimple, robust, hard to exploita single mistake causes an endless echo of alternating retaliation
generous TFTlike TFT, but forgives a fraction of defectionsrecovers from noise (Nowak and Sigmund 1992)can be exploited if too generous
win-stay, lose-shift (Pavlov)repeat your move after TT or RR, switch after SS or PPcorrects mistakes quickly; beat TFT in Nowak and Sigmund's (1993) simulationsalternately exploited by always-defect

Caveats: TFT's victories depended partly on Axelrod's setup and the other entries. In the 2004–05 twentieth-anniversary tournaments, in the one closest to his design, TFT finished fourteenth out of fifty (Stanford Encyclopedia of Philosophy, "Prisoner's Dilemma"). The robust lessons are the qualitative ones: be nice, reciprocate, forgive, and be legible, with more generosity when noise (misread emails, honest mistakes) is common.

Reputation generalizes repetition: when strangers can see how you treated others (reviews, references, a track record), each interaction borrows the shadow of the future from all the others. Guard it accordingly: reputation is slow to build and fast to lose.

Information: signaling, screening, bluffing

ProblemHiddenTimingExampleRemedies
adverse selectiona type (quality, risk)before the dealused-car "lemons" (Akerlof 1970; see microeconomics)signaling, screening, warranties, certification
moral hazardan action (effort, care)after the dealinsured drivers take more risks; managers shirkmonitoring, deductibles, incentive pay, equity
principal–agentthe agent's actions and informationongoingemployees, contractors, fund managers, CEOsalign payoffs; measure outcomes you actually want

Signaling

A signal is an action that is cheaper for good types than for bad types, so only good types find it worth sending. In Spence's job-market model (1973), education may add nothing to productivity yet still separate workers: if it is costlier for less able workers, there is an equilibrium where able workers get the credential, others do not, and employers pay by credential. The condition for a separating equilibrium is that the wage premium exceeds the high type's cost of the signal but not the low type's.

In biology Zahavi's handicap principle (1975) argues that signals are honest because they are costly: a peacock's tail is credible because a weak bird could not afford it (formalised by Grafen 1990).

SignalCredible because
a long warranty or money-back guaranteecostly only if the product is bad
founders investing their own money; vestingcostly if they lack conviction
free trials, open-sourcing, public benchmarkscostly if the product does not hold up
a respected lead investor's checkcostly to the investor's reputation if wrong
a demanding portfolio, shipped workhard to fake

Cheap talk (costless, unverifiable messages) can still carry information when interests are aligned; the more they diverge, the less a message can convey (Crawford and Sobel 1982). "Our price is final" is cheap talk unless something makes it costly to back down.

Screening

The uninformed side designs a menu so that types self-select (Rothschild and Stiglitz 1976 for insurance). Examples: insurance deductibles (low-risk buyers choose high deductibles), take-home tests and work samples in hiring, a cheap self-serve tier and a pricey enterprise tier, "pay less for a longer commitment" plans that attract loyal customers.

Bluffing

In games of incomplete information, playing only strong hands strongly is predictable and exploitable, so equilibrium play mixes in bluffs. Poker is the canonical case (von Neumann and Morgenstern analyzed simplified poker in 1944). A bettor wagers BB into a pot of PP. If a fraction bb of their bets are bluffs, the caller is indifferent when b(P+B)=(1−b)Bb(P + B) = (1 - b)B, so

b∗=BP+2B,and the caller should call with frequency PP+Bb^* = \frac{B}{P + 2B}, \qquad \text{and the caller should call with frequency } \frac{P}{P + B}

A pot-sized bet (B=PB = P) should be a bluff one time in three, and the defender should call half the time. The same logic applies to negotiation: if you only ever threaten to walk away when you mean it, your threats are informative and your bluffs are worthless; if you never follow through, neither are your threats.

Bargaining and negotiation

Nash bargaining solution (Nash 1950). Two parties split a surplus; if they fail to agree, they get disagreement payoffs d1,d2d_1, d_2. Under axioms of efficiency, symmetry, independence of irrelevant alternatives and invariance to rescaling utility, the solution maximizes the product of gains:

max⁡u1,u2  (u1−d1)(u2−d2)\max_{u_1, u_2}\; (u_1 - d_1)(u_2 - d_2)

With money and linear utility, each gets their outside option plus half the surplus above both outside options: xi=di+12(S−d1−d2)x_i = d_i + \tfrac12(S - d_1 - d_2). Splitting $100 when A can get $30 elsewhere and B $10: A gets 30+30=6030 + 30 = 60, B gets 10+30=4010 + 30 = 40. Improving your outside option is worth half its value in the deal.

Rubinstein alternating offers (1982). Players take turns proposing; each round of delay shrinks the pie by discount factors δ1,δ2\delta_1, \delta_2. The unique subgame-perfect outcome is immediate agreement, with the first proposer getting

x1=1−δ21−δ1δ2x_1 = \frac{1 - \delta_2}{1 - \delta_1 \delta_2}
δ1\delta_1 (proposer)δ2\delta_2 (responder)Proposer's share
0.90.952.6% (as δ→1\delta \to 1, → 50%)
0.90.871.4%
0.80.935.7%

Patience is power: the side that loses less from delay gets more, and moving first matters less than being able to wait. Runway, a strong alternative and a lack of deadline pressure all raise your effective δ\delta.

BATNA and ZOPA

Fisher and Ury's Getting to Yes (1981) introduced the BATNA, the best alternative to a negotiated agreement: what you will do if this deal fails. Your reservation price follows from it. The ZOPA (zone of possible agreement) is the overlap between the two reservation prices; if there is none, no deal should happen.

Worked example: a senior hireValue
candidate's BATNA: a competing offer, adjusted for the preferred roleworth $150,000 to them
candidate's reservation price$150,000
company's BATNA: the next-best candidate, plus three more months of recruitingequivalent to $170,000
company's reservation price$170,000
ZOPA$150,000–$170,000
equal-power split (Nash)$160,000

What moves the result: improving your BATNA (another offer; another candidate), learning theirs, expanding the pie with non-salary terms (equity, start date, title, remote work), and anchoring: first offers pull final agreements toward them (Galinsky and Mussweiler 2001; see cognitive biases). Their four principles (separate the people from the problem, focus on interests not positions, invent options for mutual gain, insist on objective criteria) are ways to turn a fixed-pie split into a larger-pie game.

TacticGame-theoretic reading
make the first offer when you know the ZOPAanchoring and focal points
let them go first when you don'tinformation revelation
deadlines ("offer expires Friday")commitment; shifts δ\delta; credible only if enforced
"I need to check with my board"delegation as commitment
bundle issues and trade across themcreates joint gains where valuations differ
walk awayonly a threat if your BATNA makes it credible

Auctions, mechanism design and matching

FormatHow it worksEquilibrium bidding (independent private values)
English (ascending, open)price rises until one bidder remainsstay in until the price reaches your value (dominant)
Dutch (descending, open)price falls until someone takes itstrategically the same as first-price sealed
first-price sealed bidhighest bid wins and pays its bidshade below value; with nn bidders and values uniform on [0, 1], bid n−1nv\frac{n-1}{n}v
second-price sealed bid (Vickrey 1961)highest bid wins, pays the second-highest bidbid your true value (weakly dominant)
all-payeveryone pays their bidshade heavily; models lobbying, contests, the dollar auction

Why truthful bidding is dominant in a Vickrey auction. Your bid only decides whether you win, never what you pay. Bidding above your value vv changes the outcome only when the highest rival bid lies between vv and your bid: you then win and pay more than vv, a loss. Bidding below vv changes the outcome only when the highest rival bid lies between your bid and vv: you then lose an auction you would have won at a profit. So bidding vv is never worse and sometimes better.

Revenue equivalence (informal; Vickrey 1961, generalized by Myerson 1981 and Riley and Samuelson 1981). With risk-neutral bidders whose private values are independent draws from the same distribution, any format in which the highest-value bidder wins and a zero-value bidder pays nothing yields the same expected revenue. Example: 3 bidders, values uniform on [0, 1]. Second price: expected second-highest value =n−1n+1=0.5= \frac{n-1}{n+1} = 0.5. First price: expected highest value 34\frac34 times shading 23=0.5\frac23 = 0.5. Formats differ once those assumptions break (risk aversion, correlated values, collusion, asymmetric bidders).

Winner's curse. When the item has a common value (oil in a tract, a startup's true worth, a spectrum license), the winner is the bidder whose estimate was most optimistic, so naive winners overpay. Capen, Clapp and Campbell (1971) used it to explain oil companies' low returns on offshore lease bids; Wilson formalised it, showing why rational bidders bid below their own estimates. Rule: bid as if your estimate is the highest, because conditional on winning, it is. The correction grows with the number of rival bidders.

Mechanism design is game theory in reverse: choose the rules so that self-interested players with private information produce the outcome you want. Key ideas: incentive compatibility (telling the truth is in each player's interest); the revelation principle (any outcome achievable by some mechanism is achievable by one where players simply report their types truthfully); and hard limits such as Myerson and Satterthwaite (1983): with private valuations there is generally no mechanism that guarantees efficient bilateral trade, voluntary participation and budget balance at once. Hurwicz, Maskin and Myerson shared the 2007 prize. In practice: Milgrom and Wilson (with Preston McAfee) designed the simultaneous multiple round auction, first used by the US Federal Communications Commission in July 1994, when it sold 10 licenses in 47 rounds for $617 million (2020 prize materials).

Matching markets

Some markets have no prices: doctors and hospitals, students and schools, kidney donors and patients. A matching is stable if no pair would rather be with each other than with their assigned partners. Gale and Shapley (1962) proved a stable matching always exists and gave the deferred acceptance algorithm:

1. Each proposer applies to their favorite remaining choice.
2. Each receiver holds the best application so far
   (tentatively) and rejects the rest.
3. Rejected proposers apply to their next choice.
4. Repeat until no one is rejected; then make holds final.
PropertyDetail
stablealways
proposer-optimalevery proposer gets the best partner they could have in any stable matching
strategy-proof for proposersproposers cannot gain by misreporting preferences; receivers sometimes can
design choicewho proposes decides who the algorithm favors

Roth applied it to the matching of new doctors to hospitals, school choice and kidney exchange; Roth and Shapley shared the 2012 prize. Lesson for designers: if a clearinghouse is unstable, participants go around it (early exploding offers, side deals) and it unravels.

Voting and social choice

ResultStatementConsequence
Condorcet paradox (1785)majority preferences can cycle even when each voter is consistentwhoever sets the agenda (order of votes) can pick the winner
Arrow's impossibility theorem (1950 paper, 1951 book)no ranked voting rule with 3+ options satisfies unrestricted domain, Pareto, independence of irrelevant alternatives and non-dictatorship at onceevery ranked system has flaws; choose which flaw to accept (Arrow's theorem does not cover rated systems such as approval or score voting)
Gibbard–Satterthwaite (1973, 1975)every non-dictatorial rule choosing among 3+ options can be manipulated by strategic votingexpect tactical votes; design for it
median voter theorem (Black 1948; Downs 1957)with one policy dimension and single-peaked preferences, the median voter's ideal beats any alternativecandidates and products converge to the middle (Hotelling's 1929 model of location)

A Condorcet cycle with three voters:

Voter1st2nd3rd
1ABC
2BCA
3CAB

A beats B 2–1, B beats C 2–1, and C beats A 2–1. Vote A vs B first and the winner then faces C: C wins. Put C vs A first: B wins. Strategic voting is voting against your sincere ranking to avoid a worse outcome (the "wasted vote" logic behind two-party systems under plurality rule). In meetings, the practical lesson is that the order in which options are put to a vote, and which options are on the list, often decide the result.

Behavioral game theory

GameStandard predictionWhat people doSource
ultimatumoffer the minimum; accept anythingoffers of 40–50%; low offers rejectedGüth et al. 1982; Güth and Kocher 2013
dictatorgive nothingmany give something, less than in ultimatumKahneman, Knetsch and Thaler 1986; Forsythe et al. 1994
public goodscontribute nothingcontribute, then decline; punishment sustains cooperationFehr and Gächter 2000
centipedetake immediatelypass several timesMcKelvey and Palfrey 1992
traveler's dilemmaclaim the minimumclaim high when penalties are smallCapra et al. 1999
⅔ beauty contest0mean about 37 in round one, then fallingNagel 1995
penalty kicksmixed equilibriumprofessionals are close to itChiappori, Levitt and Groseclose 2002

Models that fit better:

ModelIdeaUse
level-k (Stahl and Wilson 1994–95; Nagel 1995)level-0 players act naively; level-k best-responds to level k−1; most people are level 1–2predict first-time play; aim one level above your audience
cognitive hierarchy (Camerer, Ho and Chong 2004)each level best-responds to a mix of all lower levelsthe same, with a smoother fit
quantal response equilibrium (McKelvey and Palfrey 1995)players choose better options more often, not always: P(s)∝eλu(s)P(s) \propto e^{\lambda u(s)}, where λ\lambda measures precisioncostly mistakes are rarer than cheap ones; explains the traveler's dilemma pattern
social preferences (e.g. Fehr and Schmidt 1999, inequity aversion)people care about others' payoffs and fairness, not only their ownre-specify payoffs, then apply standard theory

Practical reading: equilibrium analysis is most reliable when stakes are high, players are experienced, the game is simple and repeated, and mistakes are costly (professional penalty takers, spectrum auctions). It is least reliable in novel one-shot situations requiring many steps of reasoning. In between, predict what the actual people will do, not what a perfectly rational stranger would.

Applying it

SituationGameEquilibrium trapHow to change the game
two competitors cutting pricesprisoner's dilemma (repeated)margin-destroying price wardifferentiate; compete on something else; publicly visible pricing that makes retaliation automatic; loyalty programs
platform or standards warcoordination / battle of the sexesfragmented market, or locked into the worse standardmove first and commit; subsidise early adopters; open the standard; make yours the focal point
suppliers and complementorsco-opetition (Brandenburger and Nalebuff 1996)treating every player as a rivalmap the value net: customers, suppliers, competitors, complementors; grow the pie before splitting it
startup vs incumbententry deterrenceincumbent threatens to crush entrantsenter where fighting you is costly for them (cannibalisation, small market, different business model), so their threat is not credible
"we must be first"first-mover racespending to be first rather than bestask which mechanism (network effects, lock-in, pre-emption) makes first matter; if none, learn from pioneers
fundraisingcoordination / stag hunt among investorseveryone waits for someone else to commita credible lead as focal point; a real deadline; parallel process to create competition
exploding job offerultimatum with a deadlinepressure to accept before comparingask for an extension; improve your BATNA; test whether the deadline is enforced
salary or acquisition negotiationbargainingsplitting a fixed pie badlyimprove BATNA; anchor with a justified first offer; add issues to trade
team free-riding on shared workpublic goods / volunteer's dilemmachores nobody owns (flaky tests, docs, on-call)name an owner; make contributions visible; reward team outcomes (see five dysfunctions)
incentive schemesprincipal–agentpeople optimize the metric, not the goal (Kerr 1975, On the Folly of Rewarding A, While Hoping for B)measure outcomes; balance metrics; use judgment (see management)
shared infrastructure budgettragedy of the commonseveryone over-uses the free shared resourcechargeback or quotas; Ostrom's principles; visible usage
nuclear deterrencechicken and repeated deterrenceescalation to catastrophesecond-strike capability (MAD); hotlines; arms-control verification
brinkmanshipchickenboth commit, crashSchelling's "threat that leaves something to chance"; face-saving exits
splitting a restaurant bill evenlypublic goodseveryone orders moreseparate bills, or accept it as a fair price for convenience
merging trafficcoordinationjams from last-second pushinga rule everyone follows (zipper merge) as a focal point

Business: co-opetition and PARTS

Brandenburger and Nalebuff's HBR article "The Right Game" (1995) and book Co-opetition (1996) argued that business, unlike war and sport, is not only about winning and losing: firms can succeed without others failing. Their value net maps customers, suppliers, competitors and complementors (players whose products make yours more valuable). Their PARTS checklist lists the elements of a game you can change:

ElementQuestionMove
playerswho is in the game?bring in another buyer or supplier; create a competitor to your supplier
added valueswhat does each player bring that would be lost without them?raise yours (unique product, loyalty); lower others'
ruleswhat contracts, laws and customs govern play?meet-the-competition clauses, long-term contracts, auction formats
tacticshow do perceptions and information shape play?clarify or obscure; signal commitment
scopewhere does this game end and others begin?link games (bundles) or separate them

Startups

SituationGame-theoretic advice
competing with incumbentspick markets where the incumbent's best response is to ignore or accommodate you; an incumbent protecting a large margin often will not match a low-price entrant
the first-mover mythbeing first matters only through a specific mechanism; otherwise the fast follower learns from your mistakes
competition vs monopolyhead-on competition drifts toward Bertrand-style price wars; Thiel's advice is to find a market you can dominate (see Peter Thiel)
fundraisinginvestors watch each other (beauty contest); momentum is a signal; a strong lead creates a focal point
hiring offersyour offer competes with the candidate's BATNA; exploding offers work only if credible and damage trust
co-founder equitya repeated game with incomplete information; vesting makes commitment credible

Geopolitics

Deterrence theory is where Schelling's work began. Mutual assured destruction is stable if each side has a secure second-strike capability, so striking first cannot prevent retaliation. Brinkmanship deliberately raises the shared risk of disaster so the other side backs down; Schelling called this "the threat that leaves something to chance", and the 2005 prize summary credits him with showing that "uncertain retaliation is more credible and more efficient than certain retaliation". The Cuban Missile Crisis (October 1962) is commonly framed as chicken, with both sides steering away from nuclear war; historians also stress that it ended in a bargain, including a private US undertaking to remove Jupiter missiles from Turkey, so it was not a pure test of nerve. Treat the framing as a lens, not a history. For tempo and decision cycles in conflict, see the OODA loop.

Changing the game

The single most useful practical lesson: if the equilibrium is bad, stop trying to play it better and change the game so a better outcome becomes the equilibrium.

LeverMoveTurns which game into whichExample
payoffsadd penalties for defection or rewards for cooperationprisoner's dilemma → harmonycontracts, fines, bonuses tied to team results
playersadd, remove or merge playerschanges who can defecta second supplier; a merger; bringing in a neutral arbiter
informationreveal, verify, certify or concealadverse selection → separating equilibriumaudits, references, open metrics, sealed bids
timingmove first to commit, or wait to learnsimultaneous → sequentialannounce capacity; ship first; let the rival reveal a price
commitmentburn bridges, sign clauses, delegateremoves non-credible optionsprice-matching guarantees, public promises, escrow
repetitionturn a one-shot deal into a relationshipone-shot dilemma → repeated cooperationlong-term contracts, subscriptions, staying in the same community
reputationmake behavior visible to future partnersstrangers → repeated gamereviews, track records, public commitments
scopelink or unlink issuesfixed-pie → trades across issuesbundle price with payment terms, start date, scope
ruleschange the format of playthe whole equilibrium shiftsswitch auction format; change voting order; deferred acceptance
focal pointsmake your preferred equilibrium the obvious onemultiple equilibria → onepropose the standard, the round number, the precedent first

Common mistakes and critiques

MistakeWhy it's wrongInstead
assuming everyone is a perfectly rational money-maximizerpeople care about fairness, status, identity and relationships, and reason only a few steps aheadmodel the actual players; check against behavioral evidence
treating a repeated game as one-shotdefecting "because it's rational" destroys a valuable relationshipask how many more times you will deal with them, and who else is watching
treating a one-shot game as repeatedtrusting where there is no future to protect youverify, escrow, contract
mis-specifying payoffsthe analysis solves a game nobody is playinglist what each player actually values, including non-money costs
drawing the game boundary too tightmissing players (regulators, complementors, future entrants) and linked gamesmap the whole value net
ignoring the other side's alternativesoverestimating your leverageestimate their BATNA as carefully as yours
empty threatsonce tested and not carried out, all future threats lose valuethreaten only what you would do; build commitment first
believing one equilibrium is inevitablemany games have several; history and focal points selectwork on selection: go first, set the focal point
reading lab results on one-shot games as universalbehavior changes with stakes, culture, experience and framingtreat experiments as evidence about specific conditions
zero-sum thinkingmost business and personal games have joint gainslook for trades on differently valued issues
over-formalisinga precise model of the wrong game beats nothing only if you remember it is a modeluse game theory to structure thinking, not to generate false precision

Broader critiques worth knowing: equilibrium concepts often predict many outcomes (the folk theorem is the extreme case); rational-choice assumptions are empirically shaky in novel situations; payoffs are hard to observe, so models can be fitted to any behavior after the fact; and strategic framing can itself erode trust if applied to relationships that were not adversarial.

Strategic analysis template

SITUATION: ______________________________________
 
1. PLAYERS
   Who decides? Who else affects payoffs (regulators,
   complementors, future entrants, the public)?
 
2. ACTIONS AND STRATEGIES
   What can each player do? What is the order of moves?
   Simultaneous or sequential? Can anyone commit first?
 
3. PAYOFFS
   What does each player really value (money, status,
   fairness, reputation, the future)? Rank outcomes for
   each player, not just for me.
 
4. INFORMATION
   What does each know? What is private (costs, resolve,
   alternatives)? What could be signaled or screened?
 
5. REPETITION
   One-shot or repeated? How long is the horizon? Who is
   watching (reputation)? Is the end visible?
 
6. SOLVE
   Dominant strategies? Dominated ones to delete?
   Best responses and Nash equilibria? For sequential
   games, backward induction: which threats are credible?
 
7. DIAGNOSE
   Is the equilibrium efficient? If not, which game is
   it (dilemma, coordination, chicken, commons)?
 
8. CHANGE THE GAME
   Payoffs / players / information / timing /
   commitment / repetition / reputation / scope / rules.
   Which lever is cheapest and most credible?
 
9. ALTERNATIVES
   My BATNA: ______   Their BATNA: ______   ZOPA: ______
 
10. CHECK
   How would a real (not perfectly rational) opponent
   play? What if I'm wrong about their payoffs?

Checklist

  • I have listed every player whose choices change the outcome, not just the obvious rival
  • I have written payoffs from each player's point of view, including non-financial ones
  • I know whether the game is one-shot or repeated, and how visible my behavior is to others
  • I have checked for dominant and dominated strategies before anything more complex
  • I have found the equilibria, and asked which one is likely and why (focal point, history, first move)
  • Every threat or promise I rely on is credible: I would carry it out when the time comes
  • I know my BATNA and have estimated theirs
  • If the equilibrium is bad, I have looked for a lever to change the game rather than playing harder
  • I have sanity-checked the prediction against how real people behave in similar games
  • I have a walk-away limit for any escalation or all-pay contest

References